- Fire8TheBlade
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Jun 25, 2014Fire8TheBlade posted a message on Minecraft Forum Beta Ending Soon - Help Us Test It!I think you should add a "my content" option in the toolbar at the top of the page, and the colors seem kinda boring compared to these ones. Otherwise, i think they look nice, and the new forums are much faster than these ones. I like how you can choose your title too, thats pretty cool.Posted in: News
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2249: Kill the Ender Dragon and the Wither at the same time
2250: Kill the Ender Dragon WITH the wither
2251: Clear a water temple without water breathing on anything (torches :P)
2252: Fight the Wither on a platform in the sky (At least 30x30)
2253: Kill the Ender Dragon without shooting any Ender Crystals
2254: Kill the Ender Dragon BY shooting Ender Crystals (Explosion Damage)
2255: Kill 2+ Withers at once
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Nice Sorry I couldn't help you with that. Sometimes things do take that long though lol
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Well, sorry then :\ did you copy all of the files? Like Render & Entity file?
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Ooh. Spiders are tricky. So when you copied the spider code did it work for you? Cause that's the first place to start. Just copy the game's original code, and work your way off of that. That was one of the only points that confused me in the game :\ sorry. So just start with the default game's version, then one step at a time work your way to what you want.
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Glad I helped Good luck bro
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Should've said so than an easy way to do it is to look in the EntityThrowable class' constructor where it sets the velocity based on the direction of the EntityLivingBase. So all you would have to do is copy that code into your constructor, or overwrite it after calling the constructor.
So you'd take the code that sets the motion's direction, and make it so the variable that controls the straying (probably f something, or d something, or it would look like rand.nextGuissian() * 0.05F) and make it a little bigger.
so if it was a variable, you'd make the variable a little bigger, or if it was nextGuissian, make the * 0.05F bigger, like * 0.125F. I'm almost positive it's going to be nextGuissian though.
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If you see a rand.nextGuissian (Idk how you spell it XD) than change the number it's multiplied by if it's in the velocity arguments(Or if it's being set by this.motionX = Xmotion * rand.nextGuissian() * 0.05F;) So for example:
or
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[/pre]
[pre]So if you really need any really specific descriptions (I know that I didn't do the best job explaining here), you could go to google, or youtube probably has something too. But pretty much everything there is required to run a modded minecraft. XD Just ignore the [pre] [/pre][/pre]
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You're right, I'll update that. Thanks
Edit: Saw the post above, and that should be what you need to do @keomate88
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The simplest way is the way is coolAlias' way, if you want an easy way to do it.
Basically what he's saying is there is 2 methods. 1 byte, which I'll use as a variable, and an actual variable:
then you call:
then you get that variable in the model class with the method he showed above
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To Chronos, DataWatcher is your best friend when it comes to alterations of mobs or animations. I use DataWatcher for entity states and variations in entities (like different horses) and use effects that apply to all types of the entity with a variable (instead of datawatcher).
And for the way I described above, you need 2 variables of attackAngle. One for the entity class, and another for the model class, The one in the entity class is the one you do everything but the animating with. The one in the model class is the one that determines the animation, and is just set to the one in the entity class.
If you were to use DataWatcher, you'd just need the method "entityInit" in the entity class. That will be the place to register your DataWatcher objects. Then you can access the DataWatcher objects anywhere, whether you want to edit them or use them.
But coolAlias is right, using DataWatcher is a really good idea too, it's just a little longer of a line than 2 variables, which obviously makes it harder to read/edit the code. The variable is a shorter line in the animating, but you need to add another function to the class and you need 2 new variables, which could clutter up a file depending on how many you have. So both ways would work is what I'm trying to say
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Example: In the entity class, you have a float called "attackAngle", and in the model, you rotate the jaws, or whatever part, on a sin/cos rotation based on the attackAngle variable. You would use the function "updateLivingAnimations" (should be named similar to that) in the model class to set another instance of the attackAngle float. If you need help with that, just look at the ModelDragon's method. That's how I learned it. but that's how I would do it.
So the animation would look like this:
The attackAngle would be a second variable in the model class, which is set from a first variable in the entity class using the "updateLivingAnimations" method. Pretty simple once you get the hang of it
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Make sure you have the JDK installed and eclipse installed before you start these steps, otherwise it won't work...
Step 1: Go to files.minecraftforge.net and:
- Scroll down to branches, and select 1.8
- Download the version you want, as Src, not Installer.
Step 2: Extract the forge zip you downloaded to a new, empty folder. I'll call it "TutMod". Shift Right click in the "TutMod" folder and choose 'Open command window here'.
Step 3: In the command prompt opened in "TutMod", run the command 'gradlew setupDecompWorkspace --refresh-dependencies'. Let it finish.
Step 4: Once it's finished, in the same command prompt you opened run 'gradlew eclipse'.
Step 5: Create another new folder, and name it something like 'TutWorkspace'.
Step 6: Start up Eclipse, and set the workspace to the "TutWorkspace" folder you just created.
Example: C://eclipse/workspace/TutWorkspace/
Step 7: In Eclipse, go to the File tab on the top and choose the path File>Import, then General>Existing projects into workspace. Select "Existing projects into workspace".
Step 8: In the next window after "Existing projects into workspace", in the 'Select root directory' box, direct eclipse to the Root Directory of the folder you extracted forge and ran the command prompt commands. Example:
"C://Users/Tutorial/Workspace/TutModWorkspace/"
Wrong Example:
"C://Users/Tutorial/Workspace/TutModWorkspace/.eclipse/"
To add a Client Run configuration:
Step 1: Open the Run menu and choose, 'Run Configurations...'
Step 2: In 'Run Configurations...', right click 'Java Application' on the left side, and select 'New'
Step 3: In the new Java Application, For the main class, use net.minecraft.launchwrapper.Launch
Step 4: Go to the next tab, should be pretty much directly above the main class, and it should have 2 boxes, one for the program arguments, one for VM arguments. Set this for the program arguments:
Step 5: And use this as the VM Arguments:
I hope that this helped you set up a workspace.
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